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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Sorry guys. I'm kept very busy with life, I haven't had any time to update my mod. I will update it as soon as I find some spare time.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Xuarie

    Abused, perhaps, but useless if someone had on a gasmask or a NBC suit. Thanks for taking my suggestion about blocking fluids seriously... still ignored 95% of the time.

    I understand the abuse factor of gas grenades, but what about gas mines? they'd be small, no bigger than a button, and perhaps only able to be placed on top of blocks in order to work in order to make it more "fair" for anyone trying to get past. Plus, with mines, it'd be hard to abuse them, as you'd need to stop, place the mine, and run, unlike grenades.

    It's all up to you of course.


    I've been considering making two versions of the radar, one for mobs, and one for all entities. This type of technology would make it extremely simple to make hidden gas traps in Minecraft. Gas Mines don't sound like they would be worth all the extra work.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Looks like I have to wait for the next MCP update again, Mojang needs to stop adding useless stuff to Minecraft and let modders catch up...
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Xuarie

    If done right, the ability to "Push" water or lava away from the Generator. Perhaps if added have a GUI to switch between the "soft" shield barrier (like it is now) and the "hard" shield barrier (The method I suggested). Induscraft has a horribly complex as hell forcefield generator of their own that does this (at least water... must see if its possible to use under lava) but your generator is FAR easier to make, and less a pain in the ass to use once set up.

    Essentially, underwater domes or shields. I had the Gungan underwater cities in mind when I thought to post this idea, along with Atlantis (from Stargate).

    The only issue I see is that, with the shield power decrease when hit by object/mob/entity effect, unless there was some way to hook up multiple shield generators together, in addition to boosting shield power or radius, have it so that when one shield generator (if they're not working in parallel/ie all ganged up to power a singular shield but instead are projecting multiple shield layers) fails from the water (or lava) on it, another takes over while the one that failed recharges.

    Of course, if you make it so that shields weren't affected by water or lava on them, then my entire thing above is meaningless.


    Oh, before I forget, any thoughts on gas mines/grenades?


    Actually, it would be rather easy to change my current shield code to block fluids. That won't be a problem.

    As for gas grenades, my main concern is them being abused in SMP. I'm not so sure if it's a good idea.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Xuarie

    May I reiterate my idea/suggestion of adding in shield "doors", Gas Mines, and Gas Grenades?

    Perhaps a "solid" force field generator, one where the "bubble" is solid blocks?

    Further thought on the "shield door"; add in the ability to make them change texture/color so that you could use them to make "Holographic" doors, like how Star Trek used Holodeck tech to make a completely hidden Observation station in one of the movies.


    Holographic blocks might be really hard to do... Shield doors, however, are quite possible.

    What would be the use of a force field bubble made out of blocks? That would just mean more block updates over SMP when the shield turns on and off, and another block ID reserved. I don't see any outstanding advantages.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from kkabcd

    Will you be adding anything new?


    Wireless transmitters, power cells, and gas masks. Maybe more.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Heimdallr

    Sweet :smile.gif:
    Can't wait (ironic isn't it?)

    Will that be smp too?


    Yes, SMP too.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    YES! MCP has been updated to support Minecraft 1.8.1! I'll start updating my mod as soon as I have time, right now I'm pretty busy with school.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from 975446

    Ive got a serious problem!
    I cant get my shield blocks to go down in strength, let alone overload. I just about killed my computer using spc to spawn 1,000 zombies and having them chase me through the shield... the screen still said 100%
    this is and spc are the only mods, (besides modloader). minecraft 1.7.3 this mod is the newest update. Any help apreciated.


    Probably a bug. I'll fix it in my next update.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Xuarie

    Huh. Looks like I'm NOT in the minority then. Yay! :biggrin.gif:
    Considerign that Mod teams like 'Mo Creatures one are currently incredibly busy trying to get SMP working for their mod for 1.7.3, its going to be at least two to three weeks before the majority of mods are updated.

    Also, could some way to gang together Field Generators to increase their dome size be added? the radius covered currently isn't enough that I'm not worrying constantly about my damn Big Cats and dogs walking into the field.


    I am considering a type of block that will take care of your custom force field size, as well as some other handy features.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from gumb0

    I second this. I refuse to update to MC 1.7.3 until SpaceToad's BuildCraft is updated to version 2.2.0 for MC 1.8 (it will be updated for 1.7.3 first). While a lot of mods are updating to the new MC version, a pretty large share of us will be hanging on to 1.7.3 for quite some time.


    I am going to update my mod as soon as MCP is updated for Minecraft 1.8.1.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Xuarie

    You mean like a IFF (Identify-Friend or Foe) system? I've been floating the idea around for a while now, and I've had some thoughts;

    In order to function, the creator of a forcefield needs to craft a blank IFF transponder (Made of iron and redstone) and would need to place it into a Field Generator to "Program It". thereafter, whoever has that particular IFF Beacon (you'd need to code it so that it can't stack of course) is able to, if the Field Generator is set up right, pass through the Shield as if they were the owner.


    Also, Milking a Creeper for nerve agent? I keep going boom when I try. I would have made it so that you could also make a less virulent version of the Creeper Gas out of inksacks, cactus, Slimeballs, and Lapis Lazuli (All the relativly useless items....). that is, if I had any skill in Java I would have......

    Also, bit of a request; Could you put in some sort of breath mask so that I don't keep dying when I accidentally trigger the Gas Dispenser?


    Excellent suggestions. I will look into making a gas mask item.

    I have two ways that I milk creepers without dying: One is to get them stuck someplace like under a tree or behind a window, or to right click them and quickly punch them back, then repeat.

    However, I do like the idea of making CreeperGas from items like ink sacks and slime balls... I'll fool around a bit and see what I can do. But with 1.8 so close to the official release, I'm not sure it would be worth coding it on the old engine.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from Bloodsmith

    Could you see about either merging this mod with all4z's wireless redstone, or at least making them play well together? I use the wireless redstone in a lot of my projects, and it uses the same IDs as your mod. I've tried installing ID Resolver, but it's aggravating and wont work right for me. Hell, if you and all4z can put your minds together, maybe ya'll could come up with something really badass. :RedShroom: :GoldBar: :GoldBar: :GoldBar: Psycocibilyn and gold for you.


    I was planning on doing my own take on wireless technology in my mod anyway. I'm not one to compete. I just want to attempt it for myself.

    My knowledge on rendering holographic text will come in handy, as I can use it to display a wireless channel ID on wireless blocks...
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from gumb0

    Out of curiosity, which base classes did you have to modify in order to get the creeper gas nozzle to work?


    Just the gas nozzle? If I recall correctly, it was:

    Block.java (Registered the block)
    TileEntity.java (Registered the tile entity)
    RenderGlobal.java (Registered the green particle)

    If you're curious about the gas cylinder, I believe it was:

    Item.java (Registered the item)
    EntityCreeper.java (Added gas-extraction code)

    If you're thinking that only including those classes will only include the gas nozzle block, you're actually wrong. Block.java, for example, references all the other blocks in my mod. Your game would crash if you tried it.
    Posted in: Minecraft Mods
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    posted a message on [1.7.3] Cannon Mod v1.7 - SMP Release!
    Quote from catbox01

    Tragically, this mod is not compatible with the zeppelins mod. It'd be an awesome addition. Oh well, perhaps in the future.


    I'll look into remaking this mod on top of ModLoader, that should clear up most (if not all) compatibility issues.
    Posted in: Minecraft Mods
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